Remove unnecessary uniforms

This commit is contained in:
jgk
2021-06-10 18:07:26 +02:00
parent 95f8e57e45
commit 02511afa80
10 changed files with 69 additions and 93 deletions
+5 -5
View File
@@ -5,7 +5,7 @@ layout (triangle_strip, max_vertices = 4) out;
in vec4 vColor [];
out vec4 gColor;
uniform mat4 perpMat;
uniform mat4 worldMat;
// consider using isLHS to check if the wall is facing the center
// this needs the view from point
@@ -21,16 +21,16 @@ void main()
vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
vec4 a1 = perpMat * p1;
vec4 a2 = perpMat * p2;
vec4 a1 = worldMat * p1;
vec4 a2 = worldMat * p2;
// if (0 > isLHS (a1.xy - a2.xy, a1.xy - "viewFromPoint")) {
vec4 p3 = vec4 (p1.xy,-0.5,1);
vec4 p4 = vec4 (p2.xy,-0.5,1);
vec4 a3 = perpMat * p3;
vec4 a4 = perpMat * p4;
vec4 a3 = worldMat * p3;
vec4 a4 = worldMat * p4;
gl_Position = a1; EmitVertex();
gl_Position = a3; EmitVertex();
+5 -5
View File
@@ -6,7 +6,7 @@ in vec4 vColor [];
out vec4 gColor;
out vec2 tPos;
uniform mat4 perpMat;
uniform mat4 worldMat;
// consider using isLHS to check if the wall is facing the center
float isLHS (vec2 startV, vec2 testV)
@@ -23,10 +23,10 @@ vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
vec4 p3 = vec4 (p1.xy,-0.3,1);
vec4 p4 = vec4 (p2.xy,-0.3,1);
vec4 a1 = perpMat * p1;
vec4 a2 = perpMat * p2;
vec4 a3 = perpMat * p3;
vec4 a4 = perpMat * p4;
vec4 a1 = worldMat * p1;
vec4 a2 = worldMat * p2;
vec4 a3 = worldMat * p3;
vec4 a4 = worldMat * p4;
tPos = vec2 ( 1,-1) ; gl_Position = a1; EmitVertex();
tPos = vec2 ( 1, 1) ; gl_Position = a3; EmitVertex();